Digital Games A Context For Cognitive Development

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Digital Games

Author : Fran C. Blumberg
Publisher : Unknown
Page : 88 pages
File Size : 48,7 Mb
Release : 2013
Category : Electronic
ISBN : OCLC:844090909

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Digital Games by Fran C. Blumberg Pdf

Digital Games: A Context for Cognitive Development

Author : Fran C. Blumberg,Shalom M. Fisch
Publisher : Jossey-Bass
Page : 96 pages
File Size : 41,8 Mb
Release : 2013-04-01
Category : Education
ISBN : 1118641019

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Digital Games: A Context for Cognitive Development by Fran C. Blumberg,Shalom M. Fisch Pdf

In the United States and in many other countries around the world, digital games have become an integral part of children’s lives. Discussions of research on youth and digital games often focus solely on negative effects (e.g., of violent video games), but this is far from the whole story. As natural problem-solving activities, digital games provide a rich context for applied cognition. This volume explores topics such as: The benefits of digital games for children and adolescents’ cognitive skills The nature of their learning from educational media The influence of developmental factors on their interactions with digital games The use of developmental research and established educational practice to create effective educational games that they will play. This is the 139th volume in this series. Its mission is to provide scientific and scholarly presentations on cutting edge issues and concepts in child and adolescent development. Each volume focuses on a specific new direction or research topic and is edited by experts on that topic.

Digital Games: A Context for Cognitive Development

Author : Fran C. Blumberg,Shalom M. Fisch
Publisher : John Wiley & Sons
Page : 119 pages
File Size : 42,9 Mb
Release : 2013-03-18
Category : Education
ISBN : 9781118648278

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Digital Games: A Context for Cognitive Development by Fran C. Blumberg,Shalom M. Fisch Pdf

In the United States and in many other countries around the world, digital games have become an integral part of children’s lives. Discussions of research on youth and digital games often focus solely on negative effects (e.g., of violent video games), but this is far from the whole story. As natural problem-solving activities, digital games provide a rich context for applied cognition. This volume explores topics such as: The benefits of digital games for children and adolescents’ cognitive skills The nature of their learning from educational media The influence of developmental factors on their interactions with digital games The use of developmental research and established educational practice to create effective educational games that they will play. This is the 139th volume in this series. Its mission is to provide scientific and scholarly presentations on cutting edge issues and concepts in child and adolescent development. Each volume focuses on a specific new direction or research topic and is edited by experts on that topic.

Cognitive Development in Digital Contexts

Author : Fran C. Blumberg,Patricia J. Brooks
Publisher : Academic Press
Page : 370 pages
File Size : 48,6 Mb
Release : 2017-07-05
Category : Psychology
ISBN : 9780128097090

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Cognitive Development in Digital Contexts by Fran C. Blumberg,Patricia J. Brooks Pdf

Cognitive Development in Digital Contexts investigates the impact of screen media on key aspects of children and adolescents’ cognitive development. Highlighting how screen media impact cognitive development, the book addresses a topic often neglected amid societal concerns about pathological media use and vulnerability to media effects, such as aggression, cyber-bullying and Internet addiction. It addresses children and adolescents’ cognitive development involving their interactions with parents, early language development, imaginary play, attention, memory, and executive control, literacy and academic performance. Covers the impact of digital from both theoretical and practical perspectives Investigates effects of digital media on attention, memory, language and executive functioning Examines video games, texting, and virtual reality as contexts for learning Explores parent-child interactions around media Considers the development of effective educational media Addresses media literacy and critical thinking about media Considers social policy for increasing access to high quality education media and the Internet Provides guidance for parents on navigating children’s technology usage

Learning by Playing

Author : Fran Blumberg
Publisher : Oxford University Press, USA
Page : 386 pages
File Size : 43,7 Mb
Release : 2014
Category : Education
ISBN : 9780199896646

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Learning by Playing by Fran Blumberg Pdf

There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

Emotions, Technology, and Digital Games

Author : Anonim
Publisher : Academic Press
Page : 364 pages
File Size : 46,8 Mb
Release : 2015-09-25
Category : Psychology
ISBN : 9780128018408

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Emotions, Technology, and Digital Games by Anonim Pdf

Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games

Technology Play and Brain Development

Author : Doris Bergen,Darrel R. Davis,Jason T. Abbitt
Publisher : Routledge
Page : 175 pages
File Size : 40,9 Mb
Release : 2015-08-27
Category : Psychology
ISBN : 9781317400141

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Technology Play and Brain Development by Doris Bergen,Darrel R. Davis,Jason T. Abbitt Pdf

Technology Play and Brain Development brings together current research on play development, learning technology, and brain development. The authors first navigate the play technology and brain development interface, highlighting the interactive qualities that make up each component. Next, they survey the changes in play materials and the variations in time periods for play that have occurred over the past 15-20 years, and then explain how these changes have had the potential to affect this play/brain developmental interaction. The authors also cover various types of technology-augmented play materials used by children at age levels from infancy to adolescence, and describe the particular qualities that may enhance or change brain development. In so doing, they present information on previous and current studies of the play and technology interface, in addition to providing behavioral data collected from parents and children of varied ages related to their play with different types of play materials. Significantly, they discuss how such play may affect social, emotional, moral, and cognitive development, and review futurist predictions about the potential qualities of human behavior needed by generations to come. The authors conclude with advice to toy and game designers, parents, educators, and the wider community on ways to enhance the quality of technology-augmented play experiences so that play will continue to promote the development of human characteristics needed in the future.

Growing up in a Digital World - Social and Cognitive Implications

Author : Mikael Heimann,Adriana Bus,Rachel Barr
Publisher : Frontiers Media SA
Page : 247 pages
File Size : 41,7 Mb
Release : 2021-11-30
Category : Science
ISBN : 9782889717217

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Growing up in a Digital World - Social and Cognitive Implications by Mikael Heimann,Adriana Bus,Rachel Barr Pdf

Transforming the Workforce for Children Birth Through Age 8

Author : National Research Council,Institute of Medicine,Board on Children, Youth, and Families,Committee on the Science of Children Birth to Age 8: Deepening and Broadening the Foundation for Success
Publisher : National Academies Press
Page : 706 pages
File Size : 46,7 Mb
Release : 2015-07-23
Category : Social Science
ISBN : 9780309324885

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Transforming the Workforce for Children Birth Through Age 8 by National Research Council,Institute of Medicine,Board on Children, Youth, and Families,Committee on the Science of Children Birth to Age 8: Deepening and Broadening the Foundation for Success Pdf

Children are already learning at birth, and they develop and learn at a rapid pace in their early years. This provides a critical foundation for lifelong progress, and the adults who provide for the care and the education of young children bear a great responsibility for their health, development, and learning. Despite the fact that they share the same objective - to nurture young children and secure their future success - the various practitioners who contribute to the care and the education of children from birth through age 8 are not acknowledged as a workforce unified by the common knowledge and competencies needed to do their jobs well. Transforming the Workforce for Children Birth Through Age 8 explores the science of child development, particularly looking at implications for the professionals who work with children. This report examines the current capacities and practices of the workforce, the settings in which they work, the policies and infrastructure that set qualifications and provide professional learning, and the government agencies and other funders who support and oversee these systems. This book then makes recommendations to improve the quality of professional practice and the practice environment for care and education professionals. These detailed recommendations create a blueprint for action that builds on a unifying foundation of child development and early learning, shared knowledge and competencies for care and education professionals, and principles for effective professional learning. Young children thrive and learn best when they have secure, positive relationships with adults who are knowledgeable about how to support their development and learning and are responsive to their individual progress. Transforming the Workforce for Children Birth Through Age 8 offers guidance on system changes to improve the quality of professional practice, specific actions to improve professional learning systems and workforce development, and research to continue to build the knowledge base in ways that will directly advance and inform future actions. The recommendations of this book provide an opportunity to improve the quality of the care and the education that children receive, and ultimately improve outcomes for children.

Digital Games and Learning

Author : Nicola Whitton
Publisher : Routledge
Page : 231 pages
File Size : 52,8 Mb
Release : 2014-03-26
Category : Education
ISBN : 9781136216442

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Digital Games and Learning by Nicola Whitton Pdf

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.

Minds in Play

Author : Yasmin B. Kafai
Publisher : Routledge
Page : 357 pages
File Size : 41,6 Mb
Release : 2012-12-06
Category : Education
ISBN : 9781136482465

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Minds in Play by Yasmin B. Kafai Pdf

First Published in 1994. Routledge is an imprint of Taylor & Francis, an informa company.

Organized Out-of-School Activities: Setting for Peer Relationships

Author : Jennifer A. Fredricks,Sandra D. Simpkins
Publisher : John Wiley & Sons
Page : 116 pages
File Size : 42,5 Mb
Release : 2013-06-18
Category : Education
ISBN : 9781118735763

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Organized Out-of-School Activities: Setting for Peer Relationships by Jennifer A. Fredricks,Sandra D. Simpkins Pdf

Explore how the peer relationship and extracurricular organized activities—like sports, the arts, and community-based organizations—influence academic functioning, social development, and problem behavior. This volume shows how out-of-school activity offers an ideal context to study peer processes, and to explore both how and why peers matter for organized activity participation. Starting with the theoretical and empirical research on peers and organized activities, it goes on to address several questions including: Does co-participating in an organized activity with your friend improve the quality of the relationship? When do peer relations amplify the benefits of participating and when do they exacerbate negative outcomes? Does participation in organized activities help adolescents manage difficult transition periods? Finally, the volume concludes with a conceptual framework to guide future research on how organized activity characteristics influence peer processes and how these processes within organized activity contexts influence outcomes for adolescents. This is the 140th volume in this series. Its mission is to provide scientific and scholarly presentations on cutting edge issues and concepts in child and adolescent development. Each volume focuses on a specific new direction or research topic and is edited by experts on that topic.

Pathways to Adulthood for Disconnected Young Men in Low-Income Communities

Author : Kevin Roy,Nikki Jones
Publisher : John Wiley & Sons
Page : 102 pages
File Size : 48,5 Mb
Release : 2014-03-26
Category : Education
ISBN : 9781118894033

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Pathways to Adulthood for Disconnected Young Men in Low-Income Communities by Kevin Roy,Nikki Jones Pdf

As the chapters in this volume demonstrate, young, disadvantaged men from urban neighborhoods face a unique set of challenges and constraints as they transition to adulthood. Yet, these challenges are not always contained by place. Research among Latino and White disadvantaged men in nonurban settings highlights the pressures that come along with fatherhood for disadvantaged men. In contrast to popular understandings of absent or disengaged fathers, findings reveal how fatherhood and increasing levels of interdependence during early adulthood can buffer men as they make the difficult transition to adulthood. The innovative field-based research featured in this volume illuminates the contexts, processes, and meanings in life pathways for disadvantaged men as they move from adolescence into adulthood and should help to inform policies and practices directed at minimizing their marginalization from mainstream society. This is the 143rd volume in this series. Its mission is to provide scientific and scholarly presentations on cutting edge issues and concepts in child and adolescent development. Each volume focuses on a specific new direction or research topic and is edited by experts in that field.

Persuasive Gaming in Context

Author : Teresa De La Hera,Joost Raessens,Jeroen Jansz,Ben Schouten
Publisher : Unknown
Page : 128 pages
File Size : 51,6 Mb
Release : 2021-03-23
Category : Electronic
ISBN : 9463728805

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Persuasive Gaming in Context by Teresa De La Hera,Joost Raessens,Jeroen Jansz,Ben Schouten Pdf

The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.

Digital Games and Mathematics Learning

Author : Tom Lowrie,Robyn Jorgensen (Zevenbergen)
Publisher : Springer
Page : 309 pages
File Size : 54,8 Mb
Release : 2015-10-05
Category : Education
ISBN : 9789401795173

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Digital Games and Mathematics Learning by Tom Lowrie,Robyn Jorgensen (Zevenbergen) Pdf

Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.